The King of Nothing

From LOS Warmachine University
Jump to: navigation, search
We have 1265 articles and 88% are complete!   Please help review these models from 12+ months ago: (and/or the rest) (Edit)  

Grymkin Logo.jpg

The King of Nothing
Grymkin Warlock

"A lonely king on a rotting throne, ruling a kingdom of ash and bone."

The King of Nothing wants nothing more than to be left alone. Rejecting Menoth’s desire to see humanity band together, the King of Nothing wishes to have no part in society. Having been cast down as a Defier, he rules over an empty, barren wasteland. And like any good king, he desires to see its borders expand.

Basic Info

The King of Nothing
Missing Info
King of Nothing.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
STR {{{str}}}
MAT {{{mat}}}
M.A. N/A
DEF 14
ARM 14
ESSENCE {{{essence}}}
HP 14
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Kingdom of Silence - Once per turn when a warbeast in the King's battlegroup is destroyed by an enemy attack, immediately after the attack is resolved, the King can cast a spell without spending fury.
  • Master of Ruin - Other models, friendly or enemy, suffer –2 ARM while within 5˝ of this model.


  • Unarmed - This model has no weapons.



Ashes to Ashes

3 8 (★) 10 - Yes
If target model is hit, the d3 nearest enemy models within 4" of it suffer a POW 10 fire damage roll. These additional damage rolls are not considered to have been caused by an attack. Ashes to Ashes damage rolls are simultaneous.
Burning Ash

2 Control 3 - Round -
Place a 3" AOE cloud anywhere completely within the caster's control range. While in the AOE, living enemy models who don't have Immunity: Fire suffer -2 to their attack rolls. The AOE remains in play for one round.
Death to Dust

2 8 - 12 - Yes
A model boxed by this spell is RFP'd.
Host of Shadows

2 SELF Control - Turn -
While in the caster's control range, models in its battlegroup gain Ghostly. It lasts for one turn.
Ghostly - This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.
Sands of Fate

2 SELF Control - - -
RFP a friendly living Faction trooper model in the caster's control range and replace it with the caster. The caster cannot advance after casting this spell.
Scything Touch

2 6 - - Upkeep -
Target friendly Faction model gains Dark Shroud.
Dark Shroud - While in this model's melee range, enemy models suffer -2 ARM.

Arcana : Taste of Ashes

  • Trigger - When a warbeast in the King's battlegroup is disabled by an enemy attack while it is in the King's control.
  • Effect - For one turn, every time a warbeast is disabled while in the King's control, after the attack is resolved the attacker and the d3 enemy models nearest to the warbeast each suffer d3 damage points.

Grymkin warlocks use Arcana instead of feats.
At the start of every game, the Grymkin player chooses 3 Arcana Cards for that game. One card must be the warlock's unique Trump Card (above) but the other two are from the generic set.
During the game, the Grymkin player can use each chosen Arcana once, at any time that the trigger conditions are met.

Theme Forces

Thoughts on The King of Nothing

The King of Nothing in a nutshell

The King of Nothing is a fragile, offensive spell caster, and one of the three caster/lock in the game who lacks any weapon on his card. Make no mistake, dealing with him is anything but easy as his spell list can give answers to a lot of questions, while his Master of Ruin ability will boost the hitting power of his army - though leaving them woefully exposed to counter-attacks. Last but not least, his respectable CTRL area allows him to play safely back in the field.

Arcana thoughts

Taste of Ashes is among the harder-to-use trump cards. Triggering is not a big deal - the enemy can hardly ignore your beasts. From then on, it can be punishing against elusive infantry models like Kayazi Assassins or Gun Mages. It will also make your enemy think twice slamming/throwing your beasts into your lines, if their demise would cause them to be nearer to a valuable solo, or unit. However, in a straight-up heavy vs heavy fight it can also mean that the sacrifice of your beast will just cause 1 damage to your attacker, and another on a nearby heavy of yours. Ranged infantry models can also delay their demise, if they deliver the killing blow from the back of your battlegroup members. Also, your warbeast's death must come specifically from enemy attack; electro leap, collateral damage and the like won't trigger it.

  • Bearing a miserable CMD 1 you can forget entirely about the Shroud and The Shadow Arcanas. All other choices however are really favourable, thanks to his large CTRL area.

Spell thoughts

  • Ashes to Ashes - an excellent infantry and jamming cleaner. Since you are not limited to hit enemy models for the extra damage, feel free to cast it on your own engaged heavy warbeasts or Piggybacks.
  • Burning Ash - a triple-purpose defensive spell. You can pull up a wall of cloud in front of your lines, or cast it to a friendly model for concealment, or put it down to touch the enemy and give you technically +2DEF against their close combat attacks. Keep in mind that the first two will be negated by Eyeless Sight, while latter won't work against warjacks, construct warbasts & infantries, and undead models.
  • Death to Dust - beside countering recursive operations to a certain level, it becomes all the more deadlier with Scything touch and Master of Ruin.
  • Host of Shadows - perfect counter for rough terrain patches (be it from feats, spells, or terrain), wall templates, and nonetheless, infantry lines with 2" melee range, who are spread out just enough to let you through in hopes for free strike.
  • Sands of Fate - a spell with excellent utility for assassination and scenario. Just remember that you cannot use it on solos. Otherwise, the King can pop up in the best position to exploit any weakness, or teleport to safety from retaliation.
  • Scything Touch - a nice offensive fixer, best cast on a fast frontline model. Stacks well with Master of Ruin.

Drawbacks & Downsides

  • The worst defensive stats among his peers.
  • Master of Ruin hurts friendly models too.
  • Anti-magic units and tricks will cause a lot of headache.
  • Being unarmed leaves you with no charges, and somewhat less mobility.

Tricks & Tips

  • Since you don't target the trooper model with Sands of Fate, he doesn't need to be in formation (and due to Master of Ruin he better not be).
  • Host of Shadows includes you too
  • Watch out for Killbox scenarios, as you cannot voluntarily fail charges to improve your mobility. Alas, Sands of Fate is an ideal panic-button.
  • Spells from Kingdom of Silence are out of activation spells, so cannot be boosted. Also, they won't trigger , if your beast died to something, that is not considered to be an attack (Trick Shot's bounce, Electro Leaps and the like).

List Building Tips


Despite his fragile frame, the King demands an aggressive play-style. Thanks to his tricks, winning with de-buff&denial and assassination are always on the table, if you field him.

  • De-buff&denial - Early on you can block line of sight effectively upon your important models with Burning Ash, then boost their offensive potential with Scything Touch and mobility with Host of Shadows. The King doesn't want his army to last long in battles, he wants them to cause as much damage as possible, then perish to fuel his abilities and Arcana.
  • Assassination - Sands of Fate ensures that you can pop up at the most unwanted positions, while Scything Touch and Master of Ruin adds a lot to your spells' hitting power, and boost your beasts' attack likewise.

Theme Thoughts

The King of Nothing is a trickster and a debuffer - and as such works well in either theme force. He has some battlegroup spells but isn't really overwhelmingly dominant with them - so he's played competitively in both themes.


Scything Touch and Master of Ruin buffs all kinds of melee units, and with good positioning, ranged elements, like Lord Longfellow too. However, apart from screening them, the King has not many tools to keep them alive in protracted combat. To fuel his Arcana and Kingdom of Silence, he likes cheap, disposable beasts in his battlegroup.


  • Crabbit - it is not unheard of filling up his list with an absurd number of Crabbits, especially in the Dark Menagerie theme. Beside acting as Shield Guards, they are quite good triggers for your trump card, or a free spell from Kingdom of Silence. With leaping, they can also deliver Scything Touch safely behind enemy lines.
  • Gorehound - another cheap battlegroup member; beside the Crabbit's tricks (sans the leaping) they can operate far away with their 32" CTRL zone, and can occasionally head-butt enemies for assassinations.
  • Cage Rager - despite his slow speed, you want to take this model, if you choose the Dark Menagerie theme. Not only it is a good channeller, he can also help you to upkeep your spells.


  • Dread Rots are strongly recommended, if you considered the Cage Rager - and they can fit to the DM theme too.
  • Murder Crows are the fastest infantry choices out there, whom you can use for Sand of Fate teleports. If you take them in the Bump in the Night theme, their Ambush ability puts this threat on the double.


  • Lady Rose - an universal beast tuner with Enrage, but Scything Touch, plus Master of Ruin makes her ability all the more valuable. Want to see a Rattler with P+S19 Berserker+Overtake?



Originally released 2017.03

Other Grymkin models

Grymkin Logo.jpg       Grymkin Index       (Edit)

The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3
Warlock Attachment: Baron Tonguelick

Warbeasts Lesser



Frightmare - Gorehound - Rattler


Cage Rager - Clockatrice - Skin & Moans

Units, Solos, & Battle Engines

Dread Rots - Hollowmen - Mad Caps - Malady Man - Murder Crows - Neigh Slayers - Piggybacks - Twilight Sisters


Baron Tonguelick, Lord of Warts - Cask Imp - Glimmer Imp - Grave Ghoul - Gremlin Swarm - Lady Karianna Rose - Lord Longfellow - Trapperkin - Weird Wendell - Witchwood

Battle Engines Death Knell
Theme Forces Minions
Dark Menagerie - Bump in the Night

Eilish Garrity, the Occultist - Hermit of Henge Hold - J.A.I.M.s - Primal Archon

This index was last updated: 2019.12

Rules Clarifications

RC symbol.png

Rules Clarification: Arcana     (Edit)

  • Normally Arcana can only be triggered during the enemy turn. However, sometimes a free strike will allow you to trigger an Arcana during your own turn.
    • This can potentially lead to having two Arcana active at the same time.
  • Arcana can be triggered/used while the warlock is knocked down.
  • Any given warlock can't have duplicates of the same Arcana.
  • In a multi-warlock game, each warlock can't have duplicates of the other's Arcana.
  • In a Steamroller tournament:
    • You choose your Arcana cards before the start of each game.
    • You choose them on your clock. ie during your deployment time.
    • In a Grymkin vs Grymkin mirror match, one player chooses on his clock, then the other on their clock, then both reveal, then deployment starts.

The Child - Wrath   [Show/Hide]
  • Determine which warbeasts are currently in The Child's CTRL range before increasing her CTRL range. (Infernal Ruling)
  • You can trigger this if The Child herself is damaged.
    • Say you have a warbeast at max fury that you want to transfer to. You cannot have The Child suffer damage, then trigger Wrath, then transfer the damage to the now-not-at-max-fury warbeast. Because, as per Appendix A Timing Sequence, damage transfer occurs at step 9g, but damage to The Child that lets her trigger the Arcana occurs at step 10a.
  • You can trigger this if a warbeast out of your CTRL range is damaged (although they won't get the benefit).
  • When your FURY stat drops back down to normal, any excess fury tokens are discarded.
The Dreamer - All Fall Down   [Show/Hide]
  • Once triggered, there is no range limit to which models can be affected. An enemy model could be fighting a Grymkin model on the opposite side of the board from the Dreamer, and it'll still get knocked down.

The Heretic - Reckoning - None yet

The King of Nothing - Taste of Ashes   [Show/Hide]
  • There is no range limit on who gets damaged. If the nearest model(s) is 48" away, it'll get damaged anyway.
  • The warbeast that you trigger the Arcana on will also cause d3 damage to d3 models. It's not just "from then on".
  • You roll a separate d3 damage for each damaged model.
  • If multiple warbeasts are killed by a single attacker (such as with an AOE) you resolve the "d3 damage" sequentially, one warbeast at a time.
    If the original attacker is destroyed by this damage, the rest of the "d3 damages" fail to trigger because the attacking model is no longer in play. (Infernal Ruling)

The Wanderer - Divergent Path - None yet

  • Note that The Shadow and the Shroud Arcana have the trigger tied to your lower CMD range.
Accursed   [Show/Hide]
  • Enemy models can regain the abilities they lost. For instance, having Zombify cast on them.
Ill Omens   [Show/Hide]
  • Note that there is no range limit on the effect of Ill Omens.
Ruin   [Show/Hide]
  • For Ruin, refer to the clarifications on Arcane Vortex. It's essentially the same in-game effect and has the same clarifications.
Sacrifice   [Show/Hide]
  • Kreuger1's feat puts AOEs in play which causes damage immediately, then damages anyone walking around in them later. Sacrifice can be triggered by the damage when the AOEs are first put in play, but not from damage taken when walking around in the AOE. (Infernal Ruling)
  • Sacrifice can be triggered from damage taken the Sunhammer spell. (Infernal Ruling)
  • Sacrifice can be triggered from stuff like Electro-Leap and Chain Lightning. (Infernal Ruling)
  • If your warlock transfers damage and that kills a warbeast, it doesn't count as the enemy destroying the warbeast and Sacrifice can't be triggered. (Infernal Ruling)
  • Sacrifice can be triggered from a Steamroller objective, or can be used to heal an objective. (Infernal Ruling)
The Shadow   [Show/Hide]
  • The model that is advanced into must be smaller-based than the enemy model doing the advancing.
  • The only restrictions on the new warbeast are what are stated. You can cast spells on it, force it, give it corpse tokens, whatever you like.
  • You cannot trigger this by taking control of an enemy model, because it's not an enemy model while under you control.
  • If you trigger it during your opponent's turn, the warbeast will be in play for the remainder of your opponent's turn, you can activate it during your next turn, and it'll expire at the end of that turn.
  • If you manage to trigger it on your own turn (an enemy model got an Admonition move, or something) then you can activate the warbeast this turn, and it'll expire at the end of your opponent's next turn.
  • Whether you need the actual physical model for something that is only in play for one round, or whether you can use a marker instead, is a decision that must be made by the Event Organiser. A PP event will always require the correct model. (Infernal Ruling)

RC symbol.png

Rules Clarification : Unarmed     (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.

RC symbol.png

Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

RC symbol.png

Rules Clarification : Warcaster Unitor Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
RC symbol.png

Rules Clarification : Unit of Warcastersor Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Kingdom of Silence - None yet. (Edit)
Rules Clarification : Master of Ruin - None yet. (Edit)

RC symbol.png

Rules Clarification : Ashes to Ashes     (Edit)

  • The original attack is not fire damage.
  • Spells that "arc" (Edit)
    • For spells that cause damage to "leap" or "arc" to adjacent models (Chain Lightning, Eruption of Spines, Ashes to Ashes, etc) ...
    • The damage is from a spell, so it is magical damage. (Infernal Ruling)
    • Steamroller flags are models, and so are eligible to be leaped to/from (although they won't be damaged by the spell). (Infernal Ruling)
      • Check whether your spell specifies "enemy model" or just "model", because as of Steamroller 2017 flags are not enemy or friendly.

Rules Clarification : Burning Ash - None yet. (Edit)
Rules Clarification : Death to Dust - None yet. (Edit)

RC symbol.png

Rules Clarification : Host of Shadows     (Edit)

  • Host of Shadows applies to the caster, too.
  • If you leave the caster's control range while overlapping impassable terrain, you've made an illegal move. Rewind to the point you entered the terrain and try again.
RC symbol.png

Rules Clarification : Ghostly     (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)
RC symbol.png

Rules Clarification : Sands of Fate     (Edit)

  • Although you cannot advance after using the spell, you can still use your Normal Movement for a different option. You can either:
    • Forfeit your Normal Movement (if there is something that requires you to forfeit), or
    • Use your Normal Movement to Aim.
  • The trooper doesn't need to be in formation, or in the caster's LOS.
  • Solos are not troopers.
  • You cannot use Sands of Fate when affected by a "cannot be placed" effect (such as Wild Growth). (Infernal Ruling)
RC symbol.png

Rules Clarification : Scything Touch     (Edit)

RC symbol.png

Rules Clarification : Dark Shroud     (Edit)

  • Dark Shroud only applies to your melee range, and this doesn't include behind you. Refer to the latest errata.
  • The ARM debuff still applies during a free strike.